Sling Media has been the go-to provider for video placeshifting solutions for nearly seven years now. The California-based company launched its first Slingbox in 2005, enabling users to watch live television exactly as it was being broadcast to their homes on any Internet-connected PC. The company rolled out its first SlingPlayer Mobile application the following year and it hasn’t looked back, continuing to expand its mobile offering to support a wide range of popular platforms and devices. Sling Media will launch the latest addition to its mobile app lineup on Tuesday when it releases SlingPlayer Mobile for Amazon’s popular tablet, and we spent much of our weekend enjoying placeshifted live television on our Kindle Fire to test the new app. Check out a small gallery of screenshots below and hit the break for our early impressions of SlingPlayer Mobile for the Amazon Kindle Fire.

Sling Media’s popular placeshifting app is now available on the Apple iPad. The company first announced the eventual arrival of its iPad offering back in March of this year, and the task was apparently a steep one. Almost eight months later, however, SlingPlayer Mobile for iPad is finally here. Owners of Apple’s iPad can now stream live television and movies from their homes to the iPad over Wi-Fi or 3G. Content recorded on a TiVo or DVR can be streamed as well, and SlingPlayer is capable of remotely controlling a wide variety of cable and satellite boxes. The sizable 9.7-inch display on the iPad makes it a perfect candidate for the app, and early reports from users are definitely complimentary. SlingPlayer Mobile for iPad is available immediately in Apple’s App Store for $29.99.

Today is a great day for the forever on the go TV addict, as the the latest version of SlingPlayer Mobile for iPhone has arrived and brought 3G streaming with it. Available in the iTunes App Store for the princely sum of $30, SlingPlayer Mobile the other week won AT&T’s nod of approval thanks to its a new optimization live streaming optimization method that AT&T has been tinkering with since late last year. So far we’ve heard and read that the app runs fairly well in heavily congested metropolitan areas, but we’re pretty keen to know the experience of our readers first hand. After all, you’re one good looking and intelligent bunch and we think this version is slightly different than the 3G-enabled version we’ve been using. More →

Yesterday, we told you about an official AT&T press release that boasted of a partnership between AT&T and Sling Media, maker of the popular streaming television appliance Slingbox. In the press release AT&T CEO Ralph de la Vega said, “Just as we’ve worked with Sling Media in this instance, we look forward to collaborating with other developers so that mobile customers can access a wider, more bandwidth-sensitive, and powerful range of applications in the future.” AT&T’s CEO was referring to a compromise reached over the Slingbox Mobile media player that was banned from AT&T’s network due to bandwidth concerns. In a subsequent interview de la Vega continued, “They [Sling Media] made important changes to more efficiently use 3G network bandwidth and conserve wireless spectrum so that we were able to support the app on our 3G mobile broadband network.” So, what’s the problem? When Ars Technica caught up with Sling Media’s John Santoro, he had this to say: “We didn’t change anything, AT&T never discussed any specific requirements with us.” Santoro went onto explain that the code to optimize the Slingbox Mobile’s video stream, based on connection quality and network traffic, has remained unchanged since Slingplayer Mobile was first launched. A little egg in the face for AT&T, but hey, we’re getting Slingplayer Mobile, and in the words of Sling Media, “whatever the reason, we’re just glad AT&T has approved it.”

UPDATE: It seems that SlingMedia did, in fact, work with AT&T on getting this approved after all. Apparently while no code changes to the streaming portion of the application was changed due to AT&T’s requests, Sling did update it during continued development. AT&T later approved the application on their network for usage on iPhone devices. More →